Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Adventures don't Sell? Do you agree? Redman Article
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Coreyartus" data-source="post: 1117746" data-attributes="member: 5399"><p>Those same long adventures are almost two products for the price of one: isn't it fun to read a mod through for the first time? It's like a novelette--I kinda "play" it in my head as I go along. I love that! I don't mind paying around $15-20 for a good mod, as long as it has the quality, length, and visual aids, as well as enough generic flavor so it has the potential for future use in any home campaigns I might develop.</p><p></p><p>On the other hand, sometimes having a juicy mod that takes place in my favorite campaign setting can be SO worth it! Regardless of whether I actually get to DM it... Half the mods I've purchased I'll never actually judge--I just liked reading them! Admit it--buying something and actually using it are two different things, especially when it comes to RPGs, right?</p><p></p><p>Two ideas from this thread could develop into quite interesting commercial experiments: </p><p></p><p>1) A "serial" campaign, where the setting changes and expands from mod to mod, published at regular intervals, perhaps from the reported results of players of each installment. A good part-time campaign, players could subscribe to each monthly mod for the quality of the story development, then be able to put it aside when they want to play their regular campaign. It's like crossing a comic-book with a campaign, without having to invest in tons of source books.</p><p></p><p>2) Truly generic adventures with blanks for names; no limiting maps but the adventure's geographical necessities listed instead; no plot lines inherent to any company-favored settings, but with plenty of suggestions and opportunities written in for homebrew campaign plot hooks and development. "This NPC could help the DM do this..." or "this locale is good for DM's that need a place to do this..." Most published adventures don't include guides for incorporating homebrew campaigns. Publishers would instead like to do the creative stuff for you because they say it's easier, but really it's more fun! Name-It-Yourself mods with plug-'em-in locales and NPC's would be very interesting.</p><p></p><p>In the end, either the mods have to have a great story with fantastically interesting encounters, or they have to be generic enough for DMs to do that themselves. Most of the adventures on the market today uncomfortably straddle both worlds, and accomplish neither aspect very well.</p><p></p><p>Just my two cents!!</p><p></p><p>Coreyartus</p></blockquote><p></p>
[QUOTE="Coreyartus, post: 1117746, member: 5399"] Those same long adventures are almost two products for the price of one: isn't it fun to read a mod through for the first time? It's like a novelette--I kinda "play" it in my head as I go along. I love that! I don't mind paying around $15-20 for a good mod, as long as it has the quality, length, and visual aids, as well as enough generic flavor so it has the potential for future use in any home campaigns I might develop. On the other hand, sometimes having a juicy mod that takes place in my favorite campaign setting can be SO worth it! Regardless of whether I actually get to DM it... Half the mods I've purchased I'll never actually judge--I just liked reading them! Admit it--buying something and actually using it are two different things, especially when it comes to RPGs, right? Two ideas from this thread could develop into quite interesting commercial experiments: 1) A "serial" campaign, where the setting changes and expands from mod to mod, published at regular intervals, perhaps from the reported results of players of each installment. A good part-time campaign, players could subscribe to each monthly mod for the quality of the story development, then be able to put it aside when they want to play their regular campaign. It's like crossing a comic-book with a campaign, without having to invest in tons of source books. 2) Truly generic adventures with blanks for names; no limiting maps but the adventure's geographical necessities listed instead; no plot lines inherent to any company-favored settings, but with plenty of suggestions and opportunities written in for homebrew campaign plot hooks and development. "This NPC could help the DM do this..." or "this locale is good for DM's that need a place to do this..." Most published adventures don't include guides for incorporating homebrew campaigns. Publishers would instead like to do the creative stuff for you because they say it's easier, but really it's more fun! Name-It-Yourself mods with plug-'em-in locales and NPC's would be very interesting. In the end, either the mods have to have a great story with fantastically interesting encounters, or they have to be generic enough for DMs to do that themselves. Most of the adventures on the market today uncomfortably straddle both worlds, and accomplish neither aspect very well. Just my two cents!! Coreyartus [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Adventures don't Sell? Do you agree? Redman Article
Top